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Docs update.
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1 changed files with 3 additions and 12 deletions
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@ -92,11 +92,11 @@ Phaser.Weapon = function (game, parent) {
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this.fireFrom = new Phaser.Rectangle(0, 0, 1, 1);
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/**
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* The angle at which the bullets are fired. This can be a const such as Phaser.Weapon.BULLET_UP
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* The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UP
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* or it can be any number from 0 to 360 inclusive, where 0 degrees is to the right.
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* @type {integer}
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*/
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this.fireAngle = Phaser.Weapon.BULLET_UP;
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this.fireAngle = Phaser.ANGLE_UP;
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/**
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* When a Bullet is fired it can optionally inherit the velocity of the `trackedSprite` if set.
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@ -422,17 +422,8 @@ Phaser.Weapon.KILL_WORLD_BOUNDS = 5;
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*/
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Phaser.Weapon.KILL_STATIC_BOUNDS = 6;
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Phaser.Weapon.BULLET_UP = 270;
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Phaser.Weapon.BULLET_DOWN = 90;
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Phaser.Weapon.BULLET_LEFT = 180;
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Phaser.Weapon.BULLET_RIGHT = 0;
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Phaser.Weapon.BULLET_NORTH_EAST = 315;
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Phaser.Weapon.BULLET_NORTH_WEST = 225;
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Phaser.Weapon.BULLET_SOUTH_EAST = 45;
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Phaser.Weapon.BULLET_SOUTH_WEST = 135;
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/**
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*
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* This
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*
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* @method Phaser.Group#createBullets
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* @param {integer} [quantity=1] - The quantity of bullets to seed the Weapon with. If -1 it will set the pool to automatically expand.
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